Post by Marɨck Løcke on May 19, 2012 20:07:53 GMT -5
• Adrenaline Rush – It has been a long standing tradition among soldiers to constantly push themselves to always have the best weapons and armor at their disposal. However as any experienced soldier will tell you the most important weapon you possess is your own body and in pursuit of honing it to maximum potential they have turned to means beyond that which is physiologically attainable through training alone. The development of a new chemical substance which acts as a sort of synthetic ephedrine has made this possible without long term damage or risk to the user's health. Incorporating injectors into their armor, at a moments notice the user may inject themselves with this cocktail of stimulants which flood their body for a massive jolt of energy. This is accomplished by directly increasing heart rate, releasing glucose from energy stores, and enhancing blood flow to skeletal muscles. The combination of these complex processes results in heightened reflexes and enhanced perception to control them, thus making it seem almost as if time has slowed down around them. This new chemical however is not exactly the wonder drug originally thought to be. The user must be at peak physical condition and the substance must be gradually built up in their system in small doses, otherwise the use of it will likely result in death. Even if these conditions are met the substance cannot be used repeatably and while it's effects only last a short time, it has still proven to be an invaluable edge in the hands of a capable soldier.
[This ability may only be taken by those with combat as their primary or sole discipline.]
Rank 1: <6 sec recharge / 4 sec duration / +30% time dilation / +50% weapon damage bonus>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Health/Shields take 40% less damage] -or- [Dilation increased by 15% and Weapon Damage increased by 20%]
Rank 5: [Duration increased by 40%] -or- [Melee Damage increased by 50%]
Rank 6: [Shields increased by 100% while active] -or- [Fire One Power during adrenaline rush]
• Marksman – Through intimate knowledge of a specific weapon system, experts have found certain ways to increase the performance of their weapon through a complex series of modifications. By smoothing over many of mechanisms of the internal ammo block shaving system and bypassing safety features it is possible to increase the rate of fire of nearly any weapon. This helps turn sluggishly slow weapon which would be dangerous to use against more than a single target into a more viable option and make an already fast firing weapon into a machine gun. This increase however causes problems with keeping the weapon locked on a target so it has been paired with overclocking the VI targeting system to not only compensate, but to actually significantly increase one's accuracy. These modifications do cause a drastic increase in heat buildup so it is an absolute necessity to allow for heat ventilation or the weapon will backfire and take the user's hands with it. Additionally the real reason this system has not been adopted in widespread numbers is that it causes a great stress on many of the small mechanisms of the ammunition shaver and VI circuit boards requiring constant maintenance and replacement. With the weapons only able to take so much stress, marksmen and sharpshooters alike continually argue over if it's better to focus upon an increase to the rate of fire or improvement of accuracy. Some see it as a pointless disagreement, concerning themselves more over using heat resistant parts to increase the length it can be overclocked or upon venting systems to reduce the downtime.
Rank 1: <6 sec recharge / 6 sec duration / 30% rate of fire bonus / 30% accuracy bonus>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Accuracy Bonus of 30%] -or- [Rate of Fire Bonus of 20%]
Rank 5: [Duration increased by 40%] -or- [Headshot Damage increased by 25%]
Rank 6: [Accuracy Bonus of 20% and Rate of Fire Bonus of 20%] -or- [Recharge reduced by 40%]
• Devastator Mode – A new feature that comes standard with the cutting edge T5-V battlesuit utilized by N7 special operations personnel. Many others who do not have access to T5-V or prefer other armor have began to install it as well in order to gain an edge on the battlefield. Driven by eezo-assisted actuators to carry the added weight of it's advanced systems, the mech like protection that this upgrade offers utilizes an advanced hotlink to the user's weaponry to drastically improve their stopping power, rate of fire, and magazine size. While these advantages turn the soldier into a walking weapons platform, it also comes at a cost making the armor far bulkier, leaving the individual slowed and unable to perform combat rolls or dodges. Those using this upgrade on the frontline have began to modify it's performance in the field to focus on improving it's offensive capabilities like weapon accuracy and magazine efficiency or instead on it's defensive attributes with more sophisticated kinetic capacitors.
[This ability may only be taken by those with combat as their sole discipline.]
Rank 1: <3 sec recharge / 10% weapon damage / 10% rate of fire / 25% magazine size / 15% movement speed penalty>
Rank 2: Magazine Size increased by 10%
Rank 3: Weapon Damage increased by 5%
Rank 4: [Weapon Accuracy increased by 25%] -or- [Shield Recharge increased by 15%]
Rank 5: [Magazine Size increased by 25%] -or- [Rate of Fire increased by 25%]
Rank 6: [Damage increased by 15%] -or- [Shields increased by 40%]
• Missile Launcher – A new feature that comes standard with the cutting edge T5-V battlesuit utilized by N7 special operations personnel. Many others who do not have access to T5-V or prefer other armor have began to install it as well in order to gain an edge on the battlefield. This installs a small autofiring cannon on the wearer's shoulder which uses a rudimentary targeting VI to automatically lock on and home in on targets without any instruction required. This can be incredibly useful in the heat of battle when the user's attention is divided among several targets or they are temporarily unable to fight back due to either reloading their weapon or wincing from an injury. It does however come at a cost, sharing power with one's shield capacitors means their shields are nearly cut in half. Additionally due to it's compact design, the targeting VI is not the most sophisticated and will occasionally miss, causing no small amount of frustration to soldiers where that missile can make the difference between life and death. Some recent improvements on the design attempt to replace the standard stinger missile with either the much more powerful cobra missile to deal with larger targets or a weaker trio of hydra missiles to deal with multiple hostiles.
Rank 1: <3 sec recharge /150pts damage / 150 newton force / 0.50m radius / 4 sec attack cooldown / 50% shield penalty>
Rank 2: Attack Cooldown reduced by 10%
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage/Force increased by 30%] -or- [Shield Penalty reduced by 15%]
Rank 5: [Armor Damage increased by 50%] -or- [Attack Cooldown reduced by 25%]
Rank 6: [Damage/Force increased by 100% / Impact Radius increased by 300%] -or- [Damage/Force reduced by 50% / Two Extra Missiles]
• Concussive Shot – Originally an aftermarket modification that grew rapidly in popularity, it is now a rather standard practice of many soldiers to customize their weapon with an alternate firing mode which shaves a larger blunt chunk of the ammunition block. This high powered round generates significant impact force which results in massive bruising and broken bones thus knocking those without defenses to the ground. Even those with defenses are staggered by it's kinetic force with the strike being particularly damaging to biotic barriers. Thanks to the size of the projectile alongside sophisticated targeting computers it will adjust it's trajectory to follow a target horizontally or vertically to a small degree. As this modification became popular among soldiers it was found to cause a number of deaths due to weapons violently backfiring because of the increased heat generation when used in rapid succession. As such it has become standard among all major companies to include an advanced safety timer which disallows using this feature without a cooldown period while the weapon vents heat, though normal fire during this time is entirely unaffected. Advanced modifications can be fine tuned to vent heat more quickly, optimized to shatter frozen targets, apply ammo modifications to the shot for amplification of their effects, or the vicious shredder variant which causes the round to splinter upon impact to cause significant lacerations and bleeding.
Rank 1: <5 sec recharge / 200pts damage / +300% barrier damage / 300 newton force>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 20%
Rank 4: [Force/Damage increased by 30%] -or- [Impact Radius of 1.5m]
Rank 5: [Recharge reduced by 35%] -or- [Force/Damage to Frozen Targets increased by 100%]
Rank 6: [Properties of Active Ammo Power applied] -or- [Force increased by 50% and Bleed Damage of 100% over 10 secs to organic foes]
• Carnage – By completely removing the safety features of a weapon's heat monitor and emergency shutdown, brave soldiers have found they can actually cause drastically high heat levels to ignite an outgoing projectile. The weapon shaving system must also be modified to create a larger projectile lest it simply melt. This process is incredibly risky as the round must be discharged quickly and the weapon be given proper time to cooldown afterward or else it will surely cause a backfire explosion. The result however is said to be worth the dangerous proposition as it sends a flaming slug to cause a blast which will rip the target and those in the immediate vicinity to shreds. The natural properties of the heated particles make it an excellent tool at tearing through armor or unguarded enemies, but somewhat ineffective against kinetic shields or biotic barriers. Similar to the concussive shot modification, the larger projectile allows the targeting VI in the weapon to better guide the trajectory of the round to track a targets movements to a small degree.
[This ability may only be taken by those with combat as their primary or sole discipline.]
Rank 1: <10 sec recharge / 350pts damage / 75% damage immediately / 25% damage over 2 sec / +50% armor damage / -50% shield and barrier damage / 1m radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Impact Radius increased by 50%] -or- [Damage increased by 30%]
Rank 5: [Incapacitates targets on contact] -or- [Recharge reduced by 35%]
Rank 6: [Armor Damage increased by 65%] -or- [Damage increased by 50%]
• Flamer – Utilizing a simple one button click program that soldier's can manage without advanced knowledge of electronics, this utilizes the minifacturing fabricator of an omni-tool to generate an lighter above the wrist with a hose that connects to small tanks of revolutionary highly pressurized gas which offers a large yield despite these two containers very small size. When intermixed these gasses become flammable and are projected in a stream through the lighter on the wrist to ignite it delivering a powerful short-range flame that is highly effective against armor. This stream can persist for a short amount of time or be canceled and equipment disassembled with another simple button press that allows it to be assembled more rapidly if it is used briefly. Different forms of gasses used can result in a range of different effects depending on the preference of the user, resulting in either a more intense flame, a greater effective range, longer duration the stream may be held, or even enhanced functionality against armor and barriers.
Rank 1: <8 sec recharge / 200pts damage per sec / +50% armor damage / 5 sec duration / 10m range>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Range increased by 50%]
Rank 5: [Damage increased by 40%] -or- [Duration increased by 60%]
Rank 6: [Armor Damage increased by 50%] -or- [Shield/Barrier Damage increased by 50%]
• Ballistic Blades – Utilizing a simple one button click program that soldier's can manage without tech knowledge, this utilizes the minifacturing fabricator of an omni-tool to generate a set of serrated razors and a launcher in which to violently propel a salvo of them towards hostiles. Due to the crude nature of this application, these blades do not use targeting VI and merely spread outwards in a widespread cone losing ballistic effectiveness at further distances. Thus in order to inflict maximum trauma the user must be as near to the target as possible, limiting it's use beyond close range encounters. When these blades do make contact, it inflicts massive bleeding to quickly threaten the life of anyone foolish enough to enter it's threat range. Deemed cruel and unusual for obvious reasons, this device has been made illegal within citadel space. Variations of this application exist which attempt to increase the aerodynamics of the blades to reach further distances, improve the launchers horizontal capabilities to reach wider areas, or even include volatile chemicals within the blades to explode.
[This ability may only be taken by those with combat as their sole discipline.]
Rank 1: <6 sec recharge / 900pts damage / 80% damage immediately / 20% over 10 sec duration / 800 newton force / 12m range / 90 degree cone spread>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Cone Spread increased by 20 degrees]
Rank 5: [Range increased by 50%] -or- [Recharge reduced by 35%]
Rank 6: [Damage/Bleed Duration increased by 50%] -or- [Blades explode after 3 secs dealing 400pts damage with 800 newton force in 0.5m radius]
• Shadow Strike – While many infiltrators train in a wide variety of martial arts in order to enhance their close quarters combat skills, few are capable of delivering such a debilitating wound with a single blow. Honing the full extent of their marital prowess in combination with the skill to locate weakness in an enemy's defense, the user of this technique is able to size up an enemy while using cloaking technology to get within close range and deliver a practically fatal blow to the most vulnerable point on the target's body. For some this is done purely with their fists while the more enterprising may utilize a melee weapon such as an omni-blade or monomolecular sword and others yet will supplement their strike with biotic power. Irregardless the result is the same, a particularly vicious blow, usually to the back of the opponent, where they cannot defend themselves. It does however have limitations, such as those who see the individual cloak themselves may be able to anticipate and block the strike. Even if they do not, the user is still left open to enemy fire, particularly if they are foolish enough to strike an individual surrounded by others. Some assassin's have attempted to supplement this weakness with energy draining technology linked to their weapon of choice, sapping the target's shields to improve their own defenses. Others instead focus on making the sure the individual is struck down, even if their first strike does not finish them, by adding an electrical discharge to their weapon.
The ability is considered a melee attack.
[This ability may only be taken by those with tactical cloak or biotic cloak.]
Rank 1: <8 sec recharge / 600pts damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Damage Reduction 40% for 5 sec]
Rank 5: [Recharge reduced by 35%] -or- [Electric Damage of 40% over 5 sec]
Rank 6: [Damage increased by 50%] -or- [Shield Restoration / Movement Speed after decloak increased by 15%]
• Fortification – A type of advanced protection technology which involves installing high-energy batteries and superconductive devices into one's armor in order to create a Foucault-current effect. Capable of stopping metals, even nonferrous ones, this essentially acts as a magnetic field powerful enough to protect against most modern weapons. It however causes metallic objects to hold their position relative to one another, in particular the users armor. While the field is only active for split second when under fire thanks to using sensors similar to those in a kinetic barrier, it creates resistance that can slow or fatigue the wearer. Without specialized training a soldier can quickly become exhausted or stumble at a critically wrong time which has precluded this technology from widespread implementation among armies. Even with training this current still causes a slight disruption of omni-tool, biotic-amps, and weapon systems to slow down how quickly their abilities can be utilized. An often overlooked advantage is that the Foucault-current can be purged to send the charge into secondary batteries in the user's gauntlets. This provides a momentary increase to the force of melee strikes, but leaves the user without protection until the high-energy batteries recharge. Advanced models made by different companies come with various advantages such as utilizing the extra batteries to provide extra energy to shield capacitors in order to improve recharge rate or linking the system to one's omni-tool and biotic amps for increased performance.
[This ability may only be taken by those with combat as their primary or sole discipline.]
Rank 1: <10 sec recharge / 25% damage reduction / +50% melee damage for 20 secs on detonation / 50% power recharge penalty>
Rank 2: Recharge after detonation reduced by 25%
Rank 3: Melee Damage after detonation increased by 20%
Rank 4: [Melee Damage after detonation increased by 30%] -or- [Damage Reduction increased by 5%]
Rank 5: [Shield Recharge Delay decreased by 15%] -or- [Power Damage/Force increased by 30%]
Rank 6: [Damage Reduction increased by 10%] -or- [Power recharge penalty reduced by 30%]
• Blade Armor – A sinister device invented by batarian slavers and illegal within citadel space, this modification allows for a a layer of protection and series of razor sharp blades to be flash forged to cover the user's specially made armor through a series of simplistic minifacturing fabricators. Not only does this create a very intimidating appearance, thanks to the ablative composition of the blades they will break apart when impacted to send shards of shrapnel towards anyone foolish enough to engage the wearer in melee combat. The razors also serve a more simple purpose as weapons to enhance the trauma of strikes turning it's user into a close quarters nightmare. Unfortunately the power necessary to keep the armor and blades forged draws from the user's omni-tool and biotic amps supply thus increasing their recharge times when utilizing abilities. Furthermore it requires a good deal of training to prevent the wear from cutting themselves or allies in the heat of battle. Many foolish individuals have skipped this process only to find their chest skewered when trying to throw a punch.
[This ability may only be taken by those with combat as their sole discipline.]
Rank 1: <1 sec recharge / 25% damage reduction / 15% melee damage bonus / 100% melee damage returned / 50% power recharge penalty>
Rank 2: Recharge reduced by 25%
Rank 3: Melee Damage increased by 10%
Rank 4: [Damage Reduction increased by 5%] -or- [Melee Damage increased by 15%]
Rank 5: [Shield Recharge reduced by 15%] -or- [Melee Damage Returned increased by 150%]
Rank 6: [Damage Reduction increased by 10%] -or- [Power Recharge Penalty reduced by 30%]
• Bloodlust – A unique biological trait inherent to the krogan and vorcha due to their evolution on brutal homeworlds, they each possess a natural sturdiness to withstand an extreme amount of physical punishment thanks to either redundant organs systems or rapidly adaptive cellular traits. This not only grants them rapid health regeneration to let them shrug off small wounds, but also gives them improved movement speed when charging and enhances the damage they are capable of doing in melee. When angered and with each enemy killed, these factors incrementally increase up to three times through plateaued stages as adrenaline is released in greater amounts though these additional bursts only last fifteen seconds. However once a rampaging krogan or vorcha gets ramped up to speed they become incredibly difficult to stop this is more than enough time for them to cause havoc and rip their opponents to shreds.
[This ability may only be taken by Krogan and Vorcha.]
Rank 1: <4 sec recharge / +5% movement speed bonus / +10% melee damage bonus / +50% health regeneration / 60% power recharge penalty / positive effects stack per kill up to 3 times /15 second duration for additional stacks>
Rank 2: Recharge reduced by 25%
Rank 3: Health Regeneration increased by 30%
Rank 4: [Melee Damage per stack increased by 10%] -or- [Health Regeneration per stack increased by 50%]
Rank 5: [Power Damage per stack increased by 5%] -or- [Weapon Damage per stack increased by 5%]
Rank 6: [Melee Damage per stack increased by 10% / Movement Speed per stack increased by 5%] -or- [Health Regeneration per stack increased by 100%]
• Frag Grenade – Though their exists a variety of nontraditional weapons and grenades created which is only limited by imagination, none is more reliable and claimed more lives than that of the humble fragmentation grenade. This anti-personnel weapon is designed with the sole purpose of dispatching a large pack of enemies with a single swift action and it remains king at doing so to this day. Packed with flechettes, ball bearings, and razor wire, the detonation propels them violently in all directions to rip enemies apart with several different kinds of massive laceration and bleeding trauma. Though other grenades have more flashy effects, none of them can match the frag grenades instant damage, massive radius, and even in a compact package. These factors have made them a long standing preferred weapon of veteran soldiers, but that does not mean they are not open to innovations. The latest models have been well received due to an increased effectiveness with either armor-piercing or shield overloading shrapnel without any sacrifice to it's power.
Rank 1: <750pts damage / 6.5m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 30%
Rank 4: [Damage increased by 40%] -or- [Impact Radius increased by 30%]
Rank 5: [Grenade Capacity increased by 2] -or- [Bleed Damage of 50% over 10 secs to organic foes]
Rank 6: [Shield Damage increased by 75%] -or- [Armor Damage increased by 75%]
• Multi-Frag Grenade – A new feature that comes standard with the cutting edge T5-V battlesuit utilized by N7 special operations personnel. Many others who do not have access to T5-V or prefer other armor have began to install it as well in order to gain an edge on the battlefield. A single grenade kept within the forearm of the gauntlet, upon activation the user's omni-tool kicks into gear to launch the aerodynamic package strait forward at high velocity. In mid flight this grenade opens to split into three explosives and spread around the designated area for each to deliver it's own payload with enough force to stagger even the most resilient of enemies. This can be used in close range in order to ensure each grenade hits a single target or spread from a distance to eliminate a widespread group of enemies. Though the standard design possesses devastating damage and force some variations exist which sacrifice it's power to improve the radius in which the blast spread, reduce the size of the grenades so that more can be stored in the forearm, or increase the amount of grenades launched by a single payload to five.
[This ability may only be taken by those with combat as their primary or sole discipline.]
Rank 1: <350pts damage / 1000 newton force / 4m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage/Force increased by 25%] -or- [Impact Radius increased by 35%]
Rank 5: [Damage/Force increased by 40%] -or- [Grenade Capacity increased by 2]
Rank 6: [Damage/Force increased by 50%] -or- [Number of Fragments increased by 2]
• Sticky Grenade – Built in a similar manner to a standard fragmentation grenade, this model is instead made with a more focused blast and smaller radius for taking out a key target rather than a large group. To assist in this task it is covered in a sheet-metal casing that upon activation falls away to reveal a secondary layer of strong adhesive. This allows a savvy soldier or infiltrator to attach the grenade to a designated target and guarantee they cannot escape it's blast. Additionally this causes the explosive blast to deform itself to cover a more substantial area of intimate contact with the surface of it's target resulting in a better rupture of armored plate and trauma to it's victim than any other traditionally thrown grenade. This smaller and more focused blast also has the advantage of being more suited to close quarters combat so that the user or allies to not get caught in it's explosion. Like other grenades several manufacturers offer different varieties of advantages such as compact shells so that more can be carried, armor-piercing shrapnel packages, or attached proximity sensors allowing it to be used as a short term trap.
Rank 1: <750pts damage / 2m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Armor Damage increased by 50%] -or- [Grenade Capacity increased by 2]
Rank 6: [Damage increased by 40%] -or- [Radius increased by 50% and Attaches to surface for 15 secs detonating when enemy is near]
• Inferno Grenade – Incendiary grenades have existed for a long time, but none quite like the pinnacle of technological achievement that is the inferno grenade. The volatile chemical reaction that takes place upon detonation releases a searing wave of flames which can exceed temperatures of 5,500 degrees fahrenheit at it's epicenter. This already devastating effect is further supplemented by burning shrapnel propelled in every direction which causes numerous lacerations and bleeding. Paired together in a one-two punch this grenade is an experienced soldier's most effective tool at melting through armor and leaving survivors not only to contend with being set aflame, but also the massive trauma from constant bleeding. However the reputation of the weapon is not entirely positive as there have been many deaths attributed to those who underestimate it's power and subsequently bring new meaning to the phrase friendly fire. In the hands of a novice, well they have a tendency not to have hands for very long. There has been a long standing disagreement among military veterans and mercenary alike over what manufacturer produces the best grenade. Some models are quite bulky in order to contain the most chemicals, while others argue the compact size of another brand allows you to carry a greater number and this is vital for soldiers on extended engagements. The situation is made more complex by some companies focus on increasing the grenades maximum temperature in order to better melt armor, but this sacrifices the spread of the blast and amount of shrapnel.
[This ability may only be taken by those with combat as their sole discipline.]
Rank 1: <125pts damage per sec / +50% armor damage / 8 sec duration / 5m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 30%]
Rank 5: [Damage increased by 40%] -or- [Grenade Capacity increased by 2]
Rank 6: [Armor Damage increased by 50%] -or- [Impact Radius increased by 40% and Number of Fragments increased by 1]
• Incendiary Ammo – Utilizing the minifacturing fabricator of the user's omni-tool, this upgrade kit and program allows for modification of the internal ammunition block in a weapon by coating it with a flammable paste similar to thermite. Firing the blistering shells causes this to ignite mid flight, sticking to the area of impact while continuing to burn. Particularly effective at punching holes through armor, it will also cause unprotected enemies to panic in pain as well as instantly stop the regenerative properties of vorcha or krogan. Synthetic enemies however are more resistant to it's damage and remain calm.
Rank 1: <+10% health damage / +10% armor damage>
Rank 2: Panic chance increased by 15%
Rank 3: Armor/Health Damage increased by 4%
Rank 4: [Armor/Health Damage increased by 6%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Headshot Damage increased by 25%] -or- [Ammo Capacity increased by 30%]
Rank 6: [Armor/Health Damage increased by 10%] -or- [Intermittent Explosive Burst of 2.5m for 100pts damage]
• Cryo Ammo – Utilizing the minifacturing fabricator of the user's omni-tool, this upgrade kit and program allows for modification of the internal ammunition block in a weapon by enveloping it in a cryo field. Projectiles exiting the barrel become coated in a small Bose-Einstein condensate mass of super-cooled subatomic particles. This empowers the round to be capable of snap-freezing a small area of an impacted object. This can weaken armor and thus make it more susceptible to being penetrated as well as slow the actions of those hit as it becomes difficult to move chilled joints. Against an unprotected foe it may render them completely unable to move.
[The freeze chance is balanced depending on the weapon used. A rapid firing weapon does not increase the likelihood they will be frozen.]
Rank 1: <3 sec freeze duration / -15% movement speed / -25% armor weakening>
Rank 2: Freeze Chance increased by 30%
Rank 3: Freeze Duration increased by 40%
Rank 4: [Freeze Duration increased by 40%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Headshot Damage increased by 35%] -or- [Ammo Capacity increased by 30%]
Rank 6: [Damage to Frozen increased by 50% and Weakens Armor by 25%] -or- [Freeze Chance increased by 50% and Movement Speed reduced by 20%]
• Disruptor Ammo – Utilizing the minifacturing fabricator of the user's omni-tool, this upgrade kit and program allows for modification of the internal ammunition block in a weapon by enveloping it in a phasic envelope. Pulsing electromagnetically, these projectiles cause slightly more trauma upon impact as well as shocking those hit to prevent resistance. More importantly these improved rounds cause significant disruption to kinetic barrier fields and the internal components of synthetic enemies which has caused this modification to raise notably in popularity among those fighting the geth.
[The stun chance is balanced depending on the weapon used. A rapid firing weapon does not increase the likelihood they will be stunned.]
Rank 1: <+5% health damage / +20% shield damage / +20% barrier damage / 15% stun chance>
Rank 2: Stun Chance increased by 15%
Rank 3: Health Damage increased by 2% and Shield/Barrier Damage increased by 8%
Rank 4: [Health Damage increased by 3% and Shield/Barrier Damage increased by 12%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Headshot Damage increased by 25%] -or- [Ammo Capacity increased by 30%]
Rank 6: [Health Damage increased by 5% and Shield/Barrier Damage increased by 20%] -or- [Stun Chance increased by 25%]
• Armor-Piercing Ammo – Utilizing the minifacturing fabricator of the user's omni-tool, this upgrade kit and program allows for modification of the internal ammunition block in a weapon to apply an advanced tungsten carbide coating. This extremely dense, heavy metal is about one and a half times the weight of lead and far more difficult to deform than steel. Utilizing discarding sabots to deliver the projectiles makes these rounds ideally designed for creating punctures in armor and through thin layers of cover.
Rank 1: <+10% health damage / +10% armor damage / -50% armor effectiveness / 0.5m penetration>
Rank 2: Penetration Depth increased by 40%
Rank 3: Health/Armor Damage increased by 4%
Rank 4: [Health/Armor Damage increased by 6%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Headshot Damage increased by 25%] -or- [Ammo Capacity increased by 30%]
Rank 6: [Health/Armor Damage increased by 10%] -or- [Penetration Depth increased by 60% and Weakens Armor by 25%]
• Shredder Ammo – Utilizing the minifacturing fabricator of the user's omni-tool, this upgrade kit and program allows for modification of the internal ammunition block in a weapon to produce a hollow-tipped projectile. This design allows the round to expand upon entering a target to decrease penetration and disrupt more tissue as it travels through a target. Tearing apart within allows it to shred flesh and organic matter to cause devastating trauma and leaves the enemy to further contend with massive bleeding. However this ammunition has no effect beyond a traditional bullet against synthetic enemies or those with defenses.
Rank 1: <+15% health damage / Bleed damage of 50% over 5 secs to organic foes>
Rank 2: Heath Damage increased by 5%
Rank 3: Bleed Damage increased by 5%
Rank 4: [Health and Bleed Damage increased by 5%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Headshot Damage increased by 25%] -or- [Ammo Capacity increased by 30%]
Rank 6: [Health Damage increased by 15%] -or- [Bleed Damage increased by 15%]
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